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General Tabletop Discussion
*Dungeons & Dragons
what is it about 2nd ed that we miss?
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<blockquote data-quote="pming" data-source="post: 6851431" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>I think it's in the "familiarity" and "forced creativity". There were no Warlocks in 2e? Well, maybe not in the 'core' books...but I highly doubt that thousands of individual campaigns didn't have some kind of 'warlock' class, kit, or modification. In the earlier editions like 1e/2e, the idea was very much "here are some rules...you make up the rest". This basically gave the players and DM's "permission" to create, if not being outright "forced" to create. With 3.x+, that was pushed aside in favor of "go on the net, buy this PDF, that book, or wait for one to be created for you to buy".</p><p></p><p>I think a lot of people are missing that "childhood make believe" focus over "adult purchasing" focus. When you were learning and playing 2e, you and the entire RPG <em>industry</em> was considered "unusual". You couldn't just go down to the game store and peruse a thousand different games and whatnot. You couldn't flip open your phone or tablet and search the net for rpg stuff. So what did you do? Put up flyer's at the library (remember those?...they were buildings that had actual books in them you could borrow), asking for "Players, experienced, level 9 AD&D preferred". You got players who brought with them their own ideas, imaginations and expectations. Nowadays...you get mostly cookie-cutter players who whine, bitch and moan when they show up for the first game and discover that the DM isn't using some particular OPTIONAL rule (like Feats, for example)...then drop out halfway through the 2nd game because "Their character is boring to play because they don't have Feats".</p><p></p><p>1e/2e? All I can say is that IME, the <em>FIRST</em> thing <u>any</u> new player asked me when either applying for the game, or showing up at the session was something along the line of <em>"So, what are the house rules?"</em>. There were virtually NO assumptions other than the game would be based on AD&D. Note I said <em>BASED on</em>. Every AD&D game was different becuase, by nature of the system, it had to be. IMHO, this is a <strong>good thing</strong>! Variety is the spice of life and all that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6851431, member: 45197"] Hiya! I think it's in the "familiarity" and "forced creativity". There were no Warlocks in 2e? Well, maybe not in the 'core' books...but I highly doubt that thousands of individual campaigns didn't have some kind of 'warlock' class, kit, or modification. In the earlier editions like 1e/2e, the idea was very much "here are some rules...you make up the rest". This basically gave the players and DM's "permission" to create, if not being outright "forced" to create. With 3.x+, that was pushed aside in favor of "go on the net, buy this PDF, that book, or wait for one to be created for you to buy". I think a lot of people are missing that "childhood make believe" focus over "adult purchasing" focus. When you were learning and playing 2e, you and the entire RPG [I]industry[/I] was considered "unusual". You couldn't just go down to the game store and peruse a thousand different games and whatnot. You couldn't flip open your phone or tablet and search the net for rpg stuff. So what did you do? Put up flyer's at the library (remember those?...they were buildings that had actual books in them you could borrow), asking for "Players, experienced, level 9 AD&D preferred". You got players who brought with them their own ideas, imaginations and expectations. Nowadays...you get mostly cookie-cutter players who whine, bitch and moan when they show up for the first game and discover that the DM isn't using some particular OPTIONAL rule (like Feats, for example)...then drop out halfway through the 2nd game because "Their character is boring to play because they don't have Feats". 1e/2e? All I can say is that IME, the [I]FIRST[/I] thing [U]any[/U] new player asked me when either applying for the game, or showing up at the session was something along the line of [I]"So, what are the house rules?"[/I]. There were virtually NO assumptions other than the game would be based on AD&D. Note I said [I]BASED on[/I]. Every AD&D game was different becuase, by nature of the system, it had to be. IMHO, this is a [B]good thing[/B]! Variety is the spice of life and all that. :) ^_^ Paul L. Ming [/QUOTE]
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what is it about 2nd ed that we miss?
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